
Class 



Book 



P.r. 



^^©^^^§J© 



ON THE 



GAMES 



OF 



Hk HI 






BY WILLIAM J. PELL. 



NEW-YORK: 
ADEE & ESTABROOK, PRINTERS, 107 FULTON-ST. 



iv/*^ 



HCj 



¥%^j4. ^ ./f2?4>. 







Entered according to Act of Congress, in the year 1844, 

By William J. Pell, 

In the Clerk's Office of the Southern District of New-York, 












# 



V 



INTRODUCTORY REMARKS. 

The Author in submitting this work to the reader, deems 
it important to make him acquainted with the origin of this 
Game, as taken from recorded history — his own views as 
to what it originated from, and the cause of the blanks being 
instituted. 

In the "Encyclopced Metropolitania," British edition, the 

word Domino is defined thus : 

Domino— A kind of dress worn by the monks. A game 
played with 28 pieces, made of bone, and spotted with all the 
different suits, from the double-six down to the double-blank, fyc. 

The British lexicographer after defining the word, remarks, 

that according to Du Cange, the celebrated French writer, 

the game of Dominoes was invented by the Italians, which 

in the course of time made its way into France, and by that 

people introduced into England. This great man, Du Cange, 



IV 

flourished in the 17th century; he was born in 1610, and died 
in 1668. He should here be considered excellent authority, 
for, on account of his immense learning, the then reigning 
king of France pensioned his children. 

With regard to my own views as to what it originated 
from, I would respectfully say, it is my own belief that it was 
taken from Dice. The fact of the suits on the Dominoes 
being precisely the same as Dice, with the exception of 
blanks, and believing Dice to be older than Dominoes, it is 
reasonable to suppose that the idea of one was taken from 
the other. To strengthen this belief it is only necessary to 
state, that historians in speaking of the antiquity of gambling, 
say, that Dice were found among the ruins of Thebes, and, 
according to Stephens, who travelled in Egypt, Arabia Pe- 
trea, and the Holy Land, Thebes has lain in ruins upwards 
of 3000 years. This makes the game of Dice very ancient 
indeed, and from Du Cange's account of Dominoes, it must 
be considered modern when brought into comparison with 

Dice. 

The instituting of. the blanks was imperative on the part 

of the inventor, in consequence of the changeable suits (prior 



to blanks) always being odd. The doubles in themselves do 
not constitute a change, and therefore in any manner or way 
that these pieces may be played, it will be discovered that 
without this addition two pieces will always be shut out, 
which destroys the game at once, and crushes at the same 
time all calculation of the same ; but, by introducing new 
matter (blanks), which embraces 0| 6 0|5 0|4 0|3 0|2 0|1 and 
the 0|0 it will be distinctly seen, that instead of the number 
of changeable suits being five and odd, which excludes two 
pieces and prevents it becoming a finished game, it is now six 
and even, which admits the whole to play, establishes the 
game, and places all the different calculations upon a sure 
and solid foundation. 



DRAW GAME OF DOMINOES, 



RULES OF THE GAME, 

Rule 1st. — -Each player takes 7 cards, the highest double 
out setting — then in rotation. When neither party have a 
double in the first hand, the highest piece out sets. 

Rule 2d. — The setter is not allowed to draw any pieces 
until his opponent has played ; then he may take the whole, 
or none, as he pleases. 

Rule 3d. — The pieces in all cases, after the original hands 
have been drawn, to be placed in a line, each player drawing 
from his own end. 

Rule ith.— "When A. blocks the game, B. is compelled to 
draw the remainder of the pack, or cards. If the double of 
the suit upon which it is blocked is still in the pack, and B. 
draws it, he then compels A. to draw the balance. 

Note. — A difference of opinion exists, but without cause, 
as to the 4th Rule. 1st, A. blocks the game, and the double 



8 

is in the pack; B. draws then as a matter of course. 2d, A. 
blocks the game with the double in his hand ; B. does not 
know where it is, and has to draw. 3d, A. blocks the game, 
the double already in. Now B. being compelled to draw on 
all other occasions, he must certainly in this — it being one of 
the principles of the game, that all the pieces come in requi- 
sition. 

Although the preceding Note is clear and explicit enough 
for those acquainted with the Draw Game of Dominoes, yet 
in order to be prepare 1 for an argument w T ith those who dis- 
believe in this matter, the author has thought it incumbent 
upon him to make some few remarks concerning the same. 

The belief seems to be almost general among individuals, 
that after the game has been hermetically sealed, that they 
ought not, nor cannot be compelled to take the remainder of 
the pieces. This is an erroneous impression, beyond doubt, 
and owes its origin entirely to the Block Game. The Block 
Game and Draw Game differ very materially upon this point, 
the former being intended in every respect for blocks alone 
(without the aid of the other pieces), while blocks in the lat^ 
ter (in accordance with its name), are intended solely and 
purposely to compel the opponent to draw. 

Not wishing to extend these remarks, the writer will con- 
clude by giving the following, which he believes will be sat- 
isfactory : 



The definition of the word block is to obstruct, and hence 
the abrupt termination of all Block Games. The definition 
of the word draw is to pull, and hence upon all occasions 
where there are pieces left, and the game is brought to a pre- 
mature close, it is always done for the single purpose of com- 
pelling the adversary to draw the remainder of the pieces, 

Rule 5th. — A player taking, or turning, one of the line 
pieces, his opponent compels him to retain it. 

Rule 6t7i.—~A piece once down, and hands off, cannot be 
taken up without the consent of the other party. 

Explanation. — In the matter of opinion (in which there 
is some difference), as far as relates to the rights and powers 
of the player, in calling or retaining upon the table a piece 
which has been exposed in an attempt to play, or been mis- 
fitted in the game, the writer would briefly remark, that in 
the absence of authority custom has sanctioned such law. It 
must be apparent to the player, and especially so if there be 
money pending, that some guard or check should be placed 
upon these false movements, which, if they were permitted 
to be exercised with impunity, could in some of the games, 
where three and four are interested, give indications as to the 
locality of certain pieces, and by this means procure an ad- 
vantage. Although these false movements do not materiallj 

1* 



10 

affect the Draw or Single-Handed Games, if we except only 
that of delay, yet the same rule is applicable equally as much 
in one as in any of the rest of the games. Custom, then, 
sanctions to opponent the right of call ; but in case the piece 
so called matches both ends, the opponent has no right as to 
its disposition — because the called piece not having made an 
actual play, and still being in possession of the party, he 
alone is entitled to the right of choice ; but, if the piece so 
exposed will not match at all (which will permit the same in- 
trigues to be carried on), all power over said piece departs 
from the owner, and the opponent has the undoubted right 
to retain it upon the table, until an opportunity offers for it 
to play ; should it happen that the piece so called matches 
both ends, the opponent is vested with absolute power to dis- 
pose of it as he may think proper. In case of an actual mis- 
fit, when it is seen immediately, the piece shall be retained 
by opponent, as in the case of an expose ; but if it is not dis- 
covered until it has been played upon, then the opponent of 
the player so offending shall in his vested rights declare, 
whether from benefits the game shall proceed, or from disad- 
vantages demand a new shuffle. In case of a knock on the 
part of a player, and discovering almost immediately that he 
can play, his opponent cannot deprive him of his right to 
play, provided he calls time prior to his adversary actually 
matching his piece, and thereby continue the game. From 



11 

the fact, then, that the game is in the same state precisely as 
when the player knocked, and no advantage having been 
taken of it by him whose right it was, it goes conclusively to 
show that he has not yet been passed, for to pass him there 
must be an actual play made. By giving information, then, 
priot to a pass, that he can play, it restores to him beyond all 
doubt his right and privilege so to do. It might be argued 
here, that the knock exposes the hand, and gives the right to 
a new shuffle ; this cannot be because he is in time ; if he be 
out of time, and has been passed, then he is actually guilty 
of renigging, which the opponent may take advantage of, by 
ordering, as in the case of mis-fits, a new shuffle. In exten- 
sion, let it be observed, that if these matters are not discov- 
ered until the conclusion of an end, the rights and powers 
heretofore granted to the players cease with the end, and be- 
come like something past and gone. 

It is imperative upon the domino-player, that while the end 
is playing, silence, as in the game of Whist, should be ob- 
served. 

The Draw Game being ranked as the great original, it is 
natural that all the rules and calculations should emanate from 
the same. In consequence, then, of the 6th Rule of the Draw 
Game affecting materially the Four Handed Match, and all 
the Skin games, it is deemed necessary for future reference 



12 

to illustrate these rights and powers, and show in the different 
games who is possessed of said power. 

In the Match Game, the parties play in connection, and of 
course rank as one. On him, then, who calls and retains, this 
whole matter devolves, and he cannot recall either without 
the consent of his partner. In the disposition, also, that he 
is about to make with a retained piece, he can consult with 
his partner as to the best way of playing it, but it is impera- 
tive that he must himself make the final disposition of it. 

So in the 14 Piece, and ail other Skin games, he who calls 
firsthand first discovers a mis-fit, is alone entitled to the rights 
and privileges permitted in the Draw Game. 

The author would also remark, that a person playing, or 
setting out of his turn, whether it be Draw or Block Game, 
incurs the same penalty as in a false attempt to play, or mis- 
fitting in the game. 

Rule 7th.— Game 100 or 1000 up, as the parties may agree. 



13 



CALCULATIONS OF THE DRAW GAME, AND 

OTHERS. 



Hooks and Ladders, 

Of Hooks and Ladders there are 21, viz., one on every 
two-end piece. The seven doubles are not included in the 
list of Hooks and Ladders, for the simple reason that none 
can be got with them ; neither do they alter the complexion 
of one, nor are they at all mentioned in the calculation from 
which the count of a Hook and Ladder is derived ; but they 
are used as a kind of lever, to guard and strengthen the 
hand, and thereby prevent the ends from being broken. 



The 21 Hooks and Ladders, 



0|1 0|2 0|3 0|4 0|5 0|6 
120 114 10S 102 96 90 



2|3 
96 



2|4 
90 



2|5 
84 



2\6 
78 



3|4 
84 



3|5 
78 



3|6 

72 



1|2 1|3 
108 102 

4|5 
72 



1|4 
96 

4|6 
66 



1|5 
90 



1|6 
84 



5\6 
60 



The High and Low Count. 



The highest count made from a Hook and Ladder, is, with 



14 

O's and 1% 120. The lowest count from a Hook and Ladder, 
is, with 6's and 5's, 60 ; showing a regular decrease of 6 
caused by the difference of the suits played, from the top 
Hook and Ladder to the low one. 

Thus — Top Hook and Ladder. 
1|1 1|0 1|2 1|3 0|4 0|5 0|6 1|1 set. 

Low Hook and Ladder. 
6|6 6|5 6|2 6|3 5|4 5|1 5|0 6|6 set. 

Explanatory.— The reader is informed, that under pecu- 
liar circumstances the high and low counts of Hooks and 
Ladders can be exceeded ; but they do not in any manner or 
shape affect the calculations of the same. By referring to 
title headed " Original Hands" he will discover where the 
player, in his first seven pieces has a Hook and Ladder, and 
one piece too many, which circumstance enables him to get a 
play ahead of his opponent, and so make Domino before the 
Hook and Ladder has been completed, which will at times 
exceed the high count of 120. To show the reader, also, 
how the standard counts of Hooks and Ladders, from indif- 
ferent play, can be exceeded, let him take the following il- 
lustration as a sample, which is the great Hook and Ladder 
on aces and blanks * 



15 

2 4 6 8 11 

0|3 1|2 0|4 1|5 1|1 (l|6 2|2 6|5 6|4 6|2 5|3 5|4 4|2 2|3 6|3 6|g 

5|5 5|2 4|4 4|3 3|3) 

0|0 set. — Count, 127. 

13 5 7 9 10 12 

0|0 3|1 2|0 a11 4|1 5|0 a11 0|1 0]6 

To Calculate the Count of a Hook anal Ladder. 

You add the two suits together — multiply that by 6, the 
number of times these suits play — subtract from this amount 
6, the gradual decrease of count on every suit from the high 
Hook and Ladder— subtract this amount from the standard, 
120, and you have the count. 

Hook and Ladder, Double Dead. 

The player in this case must add dead double to his spots, 
after making his calculations. 

Hook and Ladder different from Double Set. 

The player in this case, after making his calculations, must 
deduct this double from his opponent's spots, it being already 
played out of his hand, and having no connection with the 
Hook and Ladder, but becoming one by accident, or inferior 
play, thereby changing suits. The same cannot apply to a 
set changing both ends of a piece, because a Hook and Lad- 



16 

der differing from either end cannot be got, in consequence 
of the suits conflicting. But a Hook and Ladder changing 
one of the ends does not subject the player to make the above 
deduction, it being ranked among the regular Hooks and. 
Ladders, and the piece itself forming one of the connecting 
links to said Hook and Ladder. 

Explanatory to Hooks and LADDERs.-^The words 
Hook and Ladder, the author is aware, must sound to intelli- 
gent men perfectly ridiculous. This slang term, for a title, if 
it may so be called, originated from the fact, that in the Fire 
Department these indispensible articles were purposely in-* 
tended to form a conjunction. So, if the reader pleases, is 
the case in these remarkable hands, they forming a conjunc- 
tion within themselves, being comprised of but two running 
suits to each Hook and Ladder, embracing at the same time 
seven different suits, the hand being composed of seven 
pieces, including the double, which does not constitute a 
change of suits, the seven suits compressed by the aid of the 
connecting piece or link, to said Hook and Ladder into six 
pieces, while the double makes up the seventh. By the 
changing of these suits, the aspect of this hand will look 
altered, but the same Hook and Ladder results always ac- 
cruing, the writer here deems it futile to make any notice of 
such changes. It is necessary to state, that these two run- 



17 

tiing suits force each other, until the end is brought to its close. 
The remaining pieces, then, not connected with the Hook 
and Ladder, are entirely shut out, and the count which will 
fall to the winner can be properly ascertained, by referring to 
pages wherein these calculations have been extensively and 
accurately made. 

Hooks and Ladders can be got (and they will operate 
also), without the aid of the connecting piece, provided a 
piece with two ends is set, and the party drawing gets both 
doubles. So, also, the connecting piece itself can be set, and 
like the former, by having both doubles (which is imperative) 
the Hook and ladder will operate. But, when a double is 
set, it is obligatory on the part of the player to have the con- 
necting piece, for, in the absence of that double set, nothing 
short of it, viz., the connecting piece, will permit the Hook 
and Ladder to proceed. Also in cases where a Hook and 
Ladder is got, different from the double set, occasioned by 
opponent putting in one of the doubles of the Hook and 
Ladder suits, the possession of the connecting piece is again 
absolutely necessary. 

An Original Hand. 
An original hand of 7 pieces, viz., 6 blanks and two aces, 
(1|1 being set), being a Hook and Ladder and one piece too 
many, will not, from its originality, differ much from High 



IS 

Hook and Ladder. The pieces comprising the Hook and 
Ladder, which are left with opponent, must be made up by- 
taking the largest that he can play from his other pieces, 
which will sometimes, from their different arrangements, fall 
one spot short, and at times exceed the standard count of 
high Hook and Ladder, viz., 120. 

The arrangements here spoken of, and the changes men- 
tioned on the same, and other pages, is the exchanging of 
the suits between the winning and the losing hand. 

The player is here informed, that the set of 0]0 will pro- 
duce the same Hook and Ladder results as the 1|1. But the 
object here is to show, that when the blanks in these original 
hands are in the losing hand, instead of the aces, the player 
of said hand will always find among his other pieces one 
sufficiently large to overbalance those that are left of the op- 
posing suit, and consequently to always make the count less 
than the standard, viz., 120. 

The set of double blank shows the count to be 2 and 3 
spots less than the highest standard, viz. : three changes brings 
it to 117, and two changes brings it to 118. The set of any 
of the other blanks, through all their different changes, show 
the same result as the set of double blank, blanks being left, 
and blanks counting nothing. 

The next set in the order of these hands is 1|0. When 
the connecting piece of any of the two suits run is set, caused 



19 

by the exchanges, the winner will have but 5 of a kind, in- 
stead of 6, he having, which is imperative, the double in place 
of it. Further remarks are unnecessary concerning the same, 
the production being precisely similar to that of the double 
set. The change of the hand now is, the taking of 1|1 in 
in place of one of the blanks. This hand, to play it in all its 
changes, does not differ at all from the set of 1|1, viz., 3 
changes brings the count 119, and the other two brings it 
even to the standard. 

The next set in order is 1(2, [winning hand], 6 blanks and 
two aces. Now the blanks are brought to bear from the 
deuces, and this hand played through all its changes, shows, 
from different arrangement of the pieces, to twice count even 
up to the standard, and twice one more than standard, actual- 
ly making the count 121 — one more spot than can be made 
from high Hook and Ladder. 

The next set, 3|1, is precisely the same as 2|1, two changes 
showing the count 120, and two showing 121. 

The set of 4|1 shows two changes at 119, and two at 121. 

The set of 5|1 shows two changes at 119, and two at 120. 

The set of 6|1 shows two changes at 119, and two at 120. 

These sets, the reader must bear in mind, emanates from 
the losing hand. Should the winning hand, when the aces 
and blanks are to be run, make such sets as 6|1 5|1 4|1 &c, 
of course the Hook and Ladder part is broken, and no such 



20 

counts can be produced. The set of the connecting piece of 
the two suits to be run, however, may be made by either 
party, that in itself making no difference. 

It may be well here to explain, why the set of 1|1 and 1|0 
shows 5 changes, when the balance of the set of aces only 
produce 4. The cause is plain. Take the set of 1|2 as a 
guide and fac-simile of the rest, and it will be seen that the 
blanks must be brought to bear from the deuces. Now in 
order to effect this, the 2|0 (which is one of the changes when 
1|1 or 1|0 is set), must be retained in the winning hand, in 
order to start the blanks, and hence the difference. These 
hands do not differ, nor alter the count or calculation of a 
Hook and Ladder, but are one in substance, with an extra 
piece, which from the fact of his having no other pieces to 
impede him, he, from its great power is enabled to get an 
extra play, and so go Domino, leaving two of the opposing 
suits of the Hook and Ladder behind, which in order to make 
up for, he must take the largest piece he can play from his 
other pieces. This generally will make the loss about equal 
to the high Hook and Ladder, sometimes falling one spot 
short, equalising, sometimes exactly, and sometimes, as in 
the case of 1|2 1|3 and 1|4 actually going up one spot above 
the standard. This is easily accounted for, from the fact that 
the two pieces left of the opposing hand will sometimes count 
one more than the highest piece that will play from the other 



21 

pieces, thus making the count 121. The player will here 
observe, that it depends altogether upon the situation of these 
aces as to the count. If small aces are left, a piece can be 
found to match it ; if, on the contrary, large aces are left, no 
single piece can neutralise it. 

Having noticed the set of aces in all its parts, (in these ex- 
traordinary hands), the mention of other suits, on account of 
its great length, would be altogether superfluous, they all fall- 
ing in their proper places, and showing a like order of things. 

It may be well here to remark, that after the suits have 
been played through, in the order before described, and with 
the blanks as the winning hand, it will be seen that they, viz., 
the blanks, fall in the main body of the pieces, and the aces, 
the next winning hand in order, resumes their place. Now 
it being in the power of the player of the winning hand, to 
reserve one of his smallest aces until his last play but one, 
prior to Domino, he exercises that prerogative, and plays 
the 1|0. (When the 1|0 exchanges, 2|1 being the connecting 
suit, the next 3|1 shows like results, viz., 110. When 1|4 
1|5 and 1|6 exchange, they show the count one less, viz. 109.) 
[Standard, 108.] This leaves no piece among the others to 
equalize the other two that are left of the opposing hand, 
unless he takes the highest blank, which is 0|6. This, it will 
be seen, does not equalise it, and as the suits increase, it 
still becomes a greater minus, and leaves the loser but one 



22 

alternative, that of making a close play of his hand, and 
adding (this his last,) to his already doomed pieces. The 
player will here observe, that these regular Hook and Ladder 
counts decrease in proportion as the playing suits increase ; 
and so in like manner will the spots on this one piece keep 
swelling above these standards, in the ratio that the large 
pieces are drawn off and the lesser ones placed in their 
stead. 

Explanatory to Original Hands. — It becomes neces- 
sary and highly important before concluding these remark- 
able hands (which from their great intricacy and blind- 
ness of character are to the most discernable mind al- 
most wrapt in mystery), to give, if possible, a more full 
and explicit account of them. The reader will discover 
at page 17 the commencement of these hands, which em- 
braces the two lowest suits first, and by going regularly 
through them, it shows the different changes of the counts, 
as produced by said changes. It was the opinion of the wri- 
ter at this period, that to notice the aces and blanks in their 
several changes, would be sufficient to serve as a guide for 
the rest, but experience and reflection has made it a matter 
altogether different. 

Notwithstanding these curious hands will, to the general 
reader, always appear mysterious, yet the writer feels san- 



23 

guine that the explanation about to be given will be satisfac- 
tory to those at all acquainted with the Draw Game. 

The reader will perceive in the six preceding pages, a 
full and succinct account of the two smallest suits, viz., the 
aces and blanks, where the standard of this regular Hook 
and Ladder count is 120, all their different changes, after 
the double has been set, (said double not constituting a change 
of suits.) He will also discover at same pages, that when 
the double is set in this extra Hook and Ladder hand, it 
never surpasses the high count, but, on the contrary, it at 
times falls one spot below it. But if instead of setting the 
double ace the player should substitute one of his other 
aces, making it thereby a piece with two ends, it will be seen 
that they twice come even to this standard, and twice one 
more than standard, just in proportion as the playing suits 
are left, the smallest, as a matter of course, balancing ac- 
counts, and the largest actually running one spot over — and 
even here should the unfortunate holder of this hand be- 
come alarmed at the dreadful prospects before him, and omit 
to put in his double ace, the count would still be augmented, 
and actually made to count 122, two more spots than the 
regular high Hook and Ladder.* It must be evident, then, 

* The largest count that can be made with these original hands, is 129. To 
effect this, the winning hand must set, and the loser, to ascertain what .can be 
lost, retains his 6 | 1 and 1 | 1 and plays his other aces. 



24 

to the player, that in these extra Hook and Ladder hands 
the double is the correct set, the others at times producing 
mongrel counts, in accordance, as has been before stated, to 
the suits left, and showing great evidence that they are the 
production of inferior play. This is the only regular count 
that sustains itself in the whole range of Hooks and Ladders. 
With these extra hands, as soon as the blanks merge into the 
other pieces, the standard counts of the remaining Hooks 
and Ladders are all exceeded for the want of a high piece 
to equalise those that are left, as the sequel will show. 

On the l's and O's, as has been shown, the count falls on 
blanks two and three f and on aces even, and one spot be- 
low the high standard, viz., 120. 

On the 2's and l's, 2 spots above her standard, viz., 108. 
3's and 2's, 4 spots " " 96. 

4's and 3's, 4 spots " " 84. 

5's and 4's, 6 spots " " 72. 

6's and 5's, 8 spots " " 60. 

The reader is informed that the decrease and increase of 
spots above and below these standards, has been illustrated 
from the correct set, viz., the doubles. Should a piece with 
two ends be set, then, at times, (as has been seen,) these 
standards, always excluding the set of the blanks, can still be 
augmented one. 

The intermediate suits running from the 6's and 5's down 



25 

to the 6's and O's, show the same results as their leader, ex- 
cept when it comes into 6\2 6|3 and 6 [4. By these pieces chang- 
ing into the winning hand, it will be perceived that the next 
smallest pieces which will be left are 6|1 and 6|0, which instead 
of making the count 8 above the standard, as all the rest do, 
these two produce by such exchanging, one less, making 7 
spots above this standard count. It must be borne in mind, 
then, by the player, that all the other intermediate suits pro- 
ceed in similar style, making, of course, allowances for the 
difference of suits as they progress, and keeping at the same 
time a correct account of all their different standards. To 
reverse these suits, the player will discover that the count 
diminishes in the exact ratio that the suits change. Thus, 
6's and 5's, then 5's and 6's. So, also, when the count falls 
below the standard, as in the case of aces and blanks, the re- 
version of the suits sinks it still lower, in equal proportions 
as said pieces count ; thus, l's and O's, then O's and Vs. 



Counts made from 7 of a Suit — Draw Game. 



On 6's- 
" 5's- 
" 4's- 
" 3V 
" 2's- 
" IV 
« O's- 



■48 
•48 
-54 
-60 
S2 
■64 
-66 



The disparagement of these 
counts is accounted for by the 
different suits left by the oppo- 
sing hand after original hand 
plays out. 

2 



26 

Mode of Playing these Hands. 

The opposing hand puts in a double the first play he makes, 
which secures him one end at once, and enables him to open 
his suits twice, and so forth. 

Remarks.— -The reader will discover ere he closes this 
book, that the author has not only given the largest counts in 
jhe different games, from what would be considered correct 
playing, but he has also shown in the same games, and for 
the single purpose of deciding wagers, how these same 
counts can be augmented, from negligence or design. 

In the Draw Game the writer represented only the Hook 
and Ladder hand, and what he terms original, or extra Hook 
and Ladder hands. Seven of a kind being a peculiar hand, 
he would call the attention of the player to the fact, that if 
the party holding seven blanks is favored to the utmost ex- 
tent, for the purpose of ascertaining the most spots that can 
be left unplayed, the enormous count of 131 can be made, 
the very highest, under any and all circumstances, as the fol- 
lowing illustiation will show : 

2 5 9 

1|2 3|4| 5|1 ( 6|6 4|4 5|3 3ll4|ll|16|16|5 5|4 6|3 6|2 3|3 2|2 
\ 2|4 5|5 6|4 2|3 5|2 . 

[0|1 set.] 

13 4 6 7 8 10 

0|1 2|0 a11 0|3 4|0 a11 0|0 0|5 0|6 



21 

The Set and Medium of Counts. 
The advantages of the set in the Block Game are thought 
to be worth 10. The probable cause of a player purchasing 
his opponent's set for 10, is derived from the fact, that with 
an equalization of pieces the game turns on 6|6, making 12 
a medium count. Hence the offer of 10, with a view of 
chancing it for more. But in the Draw Game these matters 
are reversed, the drawer having an advantage similar to the 
above. 

Even Blocks. 

In all cases of a block, where the pieces are in requisition, 
(if not a tie), it shows an even number of spots above or be- 
low. The cause of their never becoming odd, is in conse- 
quence of the suits all running even ; therefore making the 
difference between the two hands always show the same re- 
sult. 

It must be borne in mind here by the reader, that this cal- 
culation is not applicable to the Nine Piece Game, or Four 
Handed Skin Game. When the pieces are divided among 
three or four players, and said players acting each for himself, 
the remainder of the pieces after a block are of course 
counted separate and distinct, This, it will be seen, permits 
the difference to be either even or odd, just as chance may 
will it. 



2S 



Preliminaries to be Settled Previous to a Match being Played. 

1st. The rules of the Draw Game shall be strictly con- 
formed to. 

2d. The player who sets shall shuffle first, and his oppo- 
nent last. 

3d. A reasonable time shall be allowed for a player to 
draw, and play his hand. But a player who shall for other 
purposes wantonly delay the game, shall forfeit the same. 

4th. Each player shall appoint a game-keeper, or judge, 
whose duty it shall be to keep a strict account of the game, 
as it progresses, and settle all differences between the parties. 
If the two judges cannot agree, then a third and disinter- 
ested person shall be called in, whose decision shall be final. 

5th. These two judges shall procure a private room, where 
the match shall be played, or rather commenced, at the ap- 
pointed hour, and continued until the end, without intermis- 
sion,, and without either party leaving the room. 

6th. It shall also be imperative on these two judges, not to 
admit, on any pretence whatever, any individual to the room, 
except the person making said match. 

7th. The judges shall, one hour previous to the match tak- 
ing place, procure a well assorted pack of Dominoes. The 
winning party to pay for them, as also for room hire and re- 
freshments. 



29 

8th. The parties making this match shall give a good man 
each, as security, that the money shall not be sued for, only 
in case of fraud, well substantiated. 



Before proceeding with the Block Game, it will be appro- 
priate here to mention, how Hooks and Ladders operate in 
the Partner Game, Nine Piece Game, and Skin Game. 
(Hooks and Ladders in the Fourteen Piece Game are similar 
to those in the Draw Game. No Hooks and Ladders can 
run exclusively between the partners, in consequence of the 
opponents on the left and right never being short but three 
suits each, while a Hook and Ladder is composed of seven 
suits, which fact enables them to ,crush it. The Hook and 
Ladder, then, cannot be carried on wholly and solely except 
by him who has it, and his right hand opponent. The ques- 
tion then arises — how can the count be correctly ascertained ] 
And here I would remark, that the calculation so successfully 
made use of in the Draw Game, is of little or no service in 
this case, because in the Partner Game the pieces left are 
counted in connexion, and their being tw r o opposing partners 
that have not played at all, (the character of whose hands no 
human being could discover, unless shown), renders the count 
in this case (like general blocks), a matter of uncertainty. 

Hooks and Ladders in the Three Handed Nine Piece 
Game, are played by the parties as mentioned in the Partner 



so 

Game. Here again is the difficulty of telling the count, on 
account of their being 2 pieces left by the party having the 
Hook and Ladder, and 4 pieces left by him who opposes it, 
while the 3d hand does not play at all. Unless the party 
then holding the two pieces is positively sure that they count 
less than his opponent's 4, the count, like the former, will 
be uncertain. But in the Four Handed Skin Game, where 
the same parties conduct the Hook and Ladder, there is a 
wide difference. Here every one plays for himself, and the 
party having the Hook and Ladder holding but 7 pieces, he 
makes Domino, which brings the calculation (mentioned in 
the Draw Game), into full force, and which will enable him 
at any time to call his count. 



31 



BLOCK GAME OF DOMINOES. 



FOURTEEN PIECE GAME. 

This game is played by two persons, the pieces being di- 
vided — the 6|6 setting first, and in rotation afterwards. 
The largest count made in this game, is 85. 

Thus— 1|1 set. 

18 5 36427 

Ijl l|0 a11 all l|2 all l|3 0|4 0|5 0|6 0|0 2|2 3|3 2|3 2|4 3|4 5\2 



FOUR HANDED, OR PARTNER GAME. 

This game is played by four persons, each choosing, or 
drawing for partners, as they may agree — taking 7 pieces 
each — 6|6 commencing. 



32 

The largest count made in this game from correct playing, 
is 111, produced by the extra Hook and Ladder Hand — the 
ordinary Hook and Ladder hand, in this instance, showing a 
smaller count. 

Illustration. 



2 4 3 11 

0|4 1|1 1|3 2|3 4|2 2|2 2ji 

o to 



CO 



[0|0 set.] _o. 



o:> ^ 

co -p: 

M At 
C5 

CO — Oi 

13 6 7 9 10 12 

0|0 4|1 6|0 a11 0|1 3|0 a11 0|2 0|5 



33 

The following illustration shows what the largest count 
can be in the Four Handed, or Partner Game, from inferior 
play : 



Illustration, 

10 7 4 

1|1 2|3 2|4 2|2 2|.l 1|4 1|3 

^H Ox 

tJi ^ 

^ _Cft 

lit) CO 



co_ 0|0 set — Count 112 



o 



CO Ob 

CO ex 

CO Qi 

16 9 5 8 11 3 

0|0 0|1 0|2 3|0 a11 4|.0 aU 0|6 5|1 



2* 



34 



FOUR HANDED SKIN. 

This game is played by four persons, each looking out for 
himself, having 7 pieces each, and 6|6 taking the lead as be- 
fore. The largest count in this game is 120. 



6|5 6|4 6|2 5|3 5|4 4|2 3|2 

CO JO 

co to 

CO Wh 



th 



o 






o [l|lset.] j^» 



to 

*o o 

CO CO hi 

<^ o ^ 

gp o 

1 5 13 9 7 3 11 

1|1 ^1(0 all l|3 all l|4 0|5 0|6 0|2 



35 



The following illustration shows what the count can be in 
the Four Handed Skin Game, from inferior play. 



6\5 6|4 6|2 5|3 5|4 4|2 2|3 

CO CO 

^ .to 



ol 0|0 set— Count 127 j* 

*0 O* 






CO _H-» 

<£> O 

<D, JO 

*o to 

13 5 7 9 10 12 

€j0 3|1 2|0 a11 4|1 5|Q aU 0|1 0|6 



36 

THREE HANDED NINE PIECE GAME. 

This game is played by three persons, each taking nine 
pieces. — [0|0 exposed] — every man for himself, and 6|6 ma- 
king the first dash, as usual. 

The highest count in this game is 111. 

2 6 10 4 8 

611 5|1 4|1 3|0 2|0 3|3 4|2 3|4 5|2 

^ ! 

i 
i 

co ! 

*T i 

i 
i 

:* i 

o : 

i 

i 

»0 ! 






[l|lset.] 



I 

i 

i 

! 



CO 



1 12 9 5 11 7 3 

1|1 HO^ 1 dl l|2 all l|3 0|4 0|5 0|6 2|2 2|3 



37 

The illustration just left being the last of the four regular 
Block Games, the author will take this opportunity to make 
some few remarks concerning the same. 

It is, of course, useless here to mention, that the Match 
Game is a partnership game altogether, the pieces always 
counted in connexion, and the parties, of course, always 
ranking as one. But the object in so doing, is to impress up- 
on the mind of the player the importance of respecting the 
eldest partner's hand. When it is remembered by the young 
partner, that he is 3 to 1 a junior, he ought not, of course, 
supersede his senior. In only one case could it be sanctioned 
by a player, viz., the holding of a powerful and tremendous 
hand. 

It will not be improper to mention, also, that when the par- 
ties are playing a Skin, of 7 or 9 pieces, and after a block it 
is discovered that the parties are all a tie, but one, and this 
one holding the most spots, they, (the spots in this one hand), 
are divided among the winners, the odd spots in all cases not 
to be counted. 

Before concluding this part of the work, it may not be 
amiss here to mention to the reader, that seven of a suit in 
the Draw Game inevitably wins, and yields at the same time 
handsome counts. The object here, however, is to illustrate 
to him how these same powerful hands can be defeated in 
the Block Games, 



38 

Not wishing to trespass upon his time, and one illustration 
being all sufficient to establish the fact, the writer has selected 
the Four Handed or Partner Game for the purpose al- 
luded to. 





Illustration. 








20 


18 


16 


13 


3 


3 6|5 6|3 5|3 


2|2 


5\5 


6|6 


o 








±±oo 


o 








±±CO 

o 














4|0 set 






EL 


rH CO 










«!- 








CO ^> 


-£ 








co to 


5 


14 6 


9 






4|4 


4|0 all 4|l 4|2 


4|3 


<[4|5 


4|6 



39 

It will be seen by the foregoing illustration, that but two 
of the seven fours are left, which is all that can be in the 
Fourteen Piece and Nine Piece Games. But in the Four 
Handed Match, and Four Handed Skin Game, the pieces 
can be arranged and played so that the number can be four. 



These apparently are about all the real games that are 
played. The author and inventor of Dominoes made 28 
pieces the foundation of his game, comprising 7 full suits, 
and intending all to become active. It is but reasonable to 
suppose, then, that nothing save a full requisition of pieces 
can be construed into a game. 



FINALE TO REGULAR GAMES, 



40 



QUESTIONS & ANSWERS, ILLUSTRATIONS, 

&c, &c. 



In submitting the following questions, the author would 
respectfully remark to his readers, that they originated en- 
tirely with himself, for the purpose of eliciting the many 
curious matters appertaining to Dominoes. Although many 
of these questions might not happen during the allotted time 
of man, yet in order to be prepared for ehance, he has thought 
it prudent to place them on record. 

QUESTION 1st/ 

What caused the introduction of doubles ? what share do 
they take in the game ? and is it proper to enumerate 7 of a 
suit, ov Si 

ANSWER. 

The doubles in themselves are perfectly natural, as much 
so as any of the other suits. In order to prove the fact, it is 



41 

only necessary for the reader to examine the following illus- 
tration, which shows, that in the forming of this matter, it 
becomes similar to the counting of figures, which in their 
proper place always show two of a kind. 






0|0 


1|0 


2|0 


3|0 j 4|0 


5|0 


6|0 


Ojl 


1|1 


2|1 j 3|1 4|1 


5|1 


6|1 


0|2 


1|2 


2|2 3|2 1 4|2 


5|2 


6|2 


0|3 


1|3 


2|3 j 3|3 j 4|3 


5|3 


6|3 


0|4 


1|4 


2|4 


3|4 4|4 j 5|4 


6|4 


0|5 


1|5 


2|5 


3|5 j 4|5 J 5\5 


6|5 


0|6 


1(6 


2\6 


3|6 | 4|6 j 5|6 


6|6 



I 0|6 1|6 2|6 3|6 | 4|6 j 5|6 6|6 $ 



The combination now being complete, they, (the doubles), 
are turned to an excellent account, viz., that of acting as a 
guard, or check, upon all the suits. With this curb, if it may 
so be called, the game is brought to bear upon the exclusion 
of these doubles, and there being precisely enough of a suit 



42 

to cause such exclusions, it prevents at all such times Domino 
from being called, and produces at the same time a beautiful 
and lasting excitement. 

It is worthy of remark, also, that in the most important 
game of Dominoes, viz., the Draw Game, and in the great 
calculation, viz., that which ascertains the count derived from 
a Hook and Ladder, no mention is made of the doubles 
(which compose a part of said Hook and Ladder), because 
they have not the power in themselves to change or add to 
the suits. In consequence of this, the matter devolves itself 
on the changeable suits, and having for a guide the great 
standard count (which is done by actual illustration), the cal- 
culation is proved without the aid of the doubles. Believing, 
then, the fact to be clearly established, viz., that the doubles 
perform but the functions of any other of their kind, it is 
very evident that it is proper to enumerate 7 of a suit, which 
corresponds exactly with the 7 suits, and the compression, 
also, of the whole in 7 pieces. 



QUESTION 2d. 

What is the greatest number of suits that hands can be 
short, in the Draw Game, 14 Piece Game, 9 Piece Game 
(0|0 exposed), 4 Handed Match Game, and 4 Handed Skin 
Game? 



43 



ANSWER Draw Game. 

1st 7 pieces— 6|5 6|3 4|3 5|4 4|4 5|3 6|6— 3suits short. 

A * . i 613 213 214 216 2\5 6\5 3|3 ) . , 

2d 7 pieces { ' ' e ' ' ' ' „ ' > 2 suits short. 
r I 6 4 6 6 5\5 4 4 3 4 5 4 3 5 ) 



212 211 616 611 411 6|3 4|4 



3d 7 pieces ^ 4|2 3|1 5|6 3|3 5|1 6|4 1|1 > 1 suit short. 



i 



5 3 5 5 4 3 5 4 3 2 2 6 2 5 



14 Piece Game. 



6\5 5\5 4|3 3|3 6|6 4|2 4|4 4|5 3|2 3[6 5|2 6|4 6|2 5|3 

2 suits short* 

9 Piece Game. 
0|0 exposed— 3|4 5|6 5\5 6|6 4|4 4|5 6|4 6|3 5|3— 3 suits short. 

4 Handed Match Game and 4 Handed Skin Game. 
3|6 6|4 5|4 3|5 4|3 4|4 5|5— 3 suits short. 

The author, in illustrating the greatest number of a suit 
that a hand could be short in the different regular games, 
made no mention at all of what the number would be in the 
opposing hands. It being of some importance to the reader 
to know what number of suits each and every hand can be 



44 

short, he is respectfully requested to peruse the following, 
which gives the amount for all the regular games. 

Draw Game. 
In the Draw Game, as has been seen, with the original 
7 pieces, said hand can be but 3 suits short, while the opposing 
hand of 21 pieces will not be short at all. By the time the 
second 7 pieces are drawn (and a little before), which is 14 
pieces, said hand can be but 2 suits short, while the opposing 
hand of 14 pieces, like the opposing hand of 21 pieces, will 
not be short at all. By the time the third seven pieces are 
drawn (and, as has been remarked, even before), which is 21 
pieces, and all that can be taken, said hand can be but one 
suit short, while the opposing hand, like the former ones, will 
not be short at all. 

14 Piece Game. 

In the 14 Piece Game, too, as has been seen, the first 
hand can be but two suits short, while the opposing hand of 
14 pieces will not be short at all. 

9 Piece Game — 0|0 exposed. 

In the 9 Piece Game, also, the first hand can be but three 
suits short, the second hand but two suits short, while the 
third will not be short at all. 



45 

Match and 4 Handed Skin Game. 

In the 4 Handed Match Game, and 4 Handed Skin Game, 
also, the first hand can be but three suits short, the second 
hand, also, three suits short, and the third hand three suits 
short, while the fourth will not be short at all. 

The reader will understand that these are the largest num- 
ber of suits that hands can be short. He must also bear in 
mind, that they can be distributed among the parties so that 
they will all more or less feel it, the distribution ranging from 
three down to two, one, and nothing. The author would 
also remark, that in order to illustrate these matters, the 
hands in the illustrations on page 43 can be taken as a guide. 

QUESTION 3d. 

What is the largest number of any one suit that the par- 
ties can hold in playing the Draw Game, 14 Piece Game, 
9 Piece Game, 0|0 exposed, 4 Handed Match Game, and 
4 Handed Skin Game. 

ANSWER Draw Game and 14 Piece Game. 

1st hand — 7 of a suit. 
0|0 0|1 0|2 0|3 0|4 0|5 0|6 { 3|1 2|1 5\5 4]5 5|3 5|2 5|1 

2d hand — 6 of a suit. 

6|,6 6|.5 6|4 6|3 6|2 6|1 { 2[3 3[3 2|2 1|1 4|4 4|3 4|2 4|i- 



46 



9 Piece Game — 0|0 exposed, 

1st hand, 7 of a suit— 6| 6 6\5 6|4 6|3 6|2 6|1 6|0 (1|1 1|0 
2d " 6 " 5\5 5|4 5j3 5|2 5|1 5|0 (3|2 3|3 2|1 

3d " 5 " 4|4 4|3 4|2 4|1 4|0 (2|0 3|0 3|1 2|2 

4 Handed Match Game and 4 Handed Skin Game. 

1st hand, 7 of a suit— 0|0 0|1 0|2 0|3 0|4-0|5 0|6 
2d " 6 " 6|6 6|5 6|4 6)3 6|2 6|1 (l|i 

3d " 5 " 5|5 5|4 5|3 5|2 5|1 (3|3 3|2 

4th " 4 " 4|4 4|3 4|2 4|1 (2|2 2|1 3|1 

The illustrations just left show the greatest number of one 
suit that can be held in all the hands, in any of the regular 
games of Dominoes. The object here, however, is merely to 
state to the reader, that by the time the drawer has 14 pieces 
(and even 13), which is one half of the pack, and one half of 
the pieces placed in line, the whole of two suits can be held, 
and by increasing the draw until he gets 21 pieces (and even 
18), which is one third of the whole pack, and the whole of 
the pieces placed in line, the whole of three suits can beheld. 
In the 14 Piece Game (the number of pieces being similar 
to that in the Draw Game, when the drawer has become pos- 
sessed of 14 pieces, or one half of the pack), the whole of 
two suits can again be held. But in the Match and regular 



47 

Skin Games, of course but one full suit can be held, there 
not being a sufficiency of pieces to warrant more, as the il- 
lustrations just left will fully show. 

QUESTION 4th. 
What is the largest number of any one suit that can be 
left unplayed in a hand, in any of the regular games ? 

ANSWER Draw Game. 

The fact of Hooks and Ladders, with the extras, being the 
most powerful hands, and capable at the same time of leaving 
as many of one suit unplayed as can possibly be left, the 
writer thinks it only necessary to illustrate the following one, 
which gives the correct amount for the five different games, 
with the ordinary Hook and Ladder. 

2 4 6 8 10 12 

0|6 1\5 0|3 1|1 1|2 1|4 2|2 5|5 4|4< 6|6 6\5 6 [4- 6|3 6|2 

( five of a suit unplaved. 
[0|0set.] J 

13 5 7 9 11 13 

0|0 6|1 5|0 a » 3|1 0|P» 2|0 4|0 aU 4|3 3|3 3|2 3|5 4|2 5|2 4|5 

In the above illustration, showing the number of a suit 
that could be left unplayed, the author selected the ordinary 
Hook and Ladder hand, regular Draw Game, for the pur- 



48 

pose of showing the number in the 14 Piece Game and 9 
piece Game, the only two regular games that are strictly con- 
fined in this matter to the ordinary Hook and Ladder, as the 
sequel will show. The main object here, however, is to 
make the reader acquainted with the fact, that with an origi- 
nal extra Hook and Ladder hand, Draw Game (for which 
see article headed " Original Hands"), the greatest number 
of a suit that can be left unplayed, is six. 

He would respectfully remark, also, that with a natural 
ordinary, and a natural extra Hook and Ladder hand, Draw 
Game, the same number of all the suits not connected with 
the Hook and Ladder itself, will be left unplayed (as per or- 
dinary), except where the extra leaves six. In this case, one 
of the unplayed suits not connected with the Hook and Lad- 
der will be four, instead of five (as per ordinary Hook and 
Ladder), in consequence of opponent in his last play aban- 
doning his two Hook and Ladder pieces, and playing from 
among his others a larger piece. This, then, leaves six of 
one suit unplayed, and shows the fact, also, of one of the re- 
maining unplayed suits to be four. [When the Hook and 
Ladder piece plays, then 6 of one kind and 5 of the rest 
will be left unplayed.] In the 14 Piece Game, and the 3 
Handed 9 Piece Game [0|0 out], the same number of a suit, 
and the same number of suits can be left unplayed, as per 
ordinary Hook and Ladder, but they will, from necessity, be 



49 

distributed among the parties. The extra Hook and Ladder 
in these two games, it will be discovered is lame, because 
there is other than Hook and Ladder pieces in these hands,- 
When the winning party then plays his extra Hook and Lad- 
der piece, it of course opens the door for other pieces, and 
thus defeats upon this point this extra. In the 4 Handed 
Match, and 4 Handed Skin Game, also, by a careful distribu- 
tion of the pieces, the same number of a suit, and the same 
number of suits, as per ordinary, and per extra Hook and 
Ladder, can be left unplayed, said suits again distributed 
among the parties, excepting, of course, him who holds and 
plays the Hooks and Ladders. 

The author would also remark, that in the regular Draw 
Game, when indifferent play is introduced, for special pur- 
poses, the whole of two suits can be left unplayed, viz., by 
taking a promiscuous hand of low, or other suits, and oppo- 
nent permitting Domino to be made, without a five or a six, 
or any other two suits being played. In this instance, por- 
tions of five more suits will be left unplayed, three of which 
will number two, the fourth, three, and fifth, four. In any 
of the other regular games, the greatest number of a suit, anc2 
number of suits, that can be left unplayed (no matter from 
what cause), will be in accordance with those left in the ordi- 
nary and extra Hook and Ladder hands, mentioned before. 

3 



50 



QUESTION 5th. 

How many pieces can be played in succession in the Draw 
Game, 14 Piece Game, 4 Handed Match Game, 9 Piece 
Game [0|0 exposed], and 4 Handed Skin Game? What 
amount of pieces (in one hand), in the Draw Game, 14 Piece 
Game, 4 Handed Match Game, 9 Piece Game [0|0 exposed], 
and 4 Handed Skin Game, can be prevented from playing ] 
What number of pieces (in two hands), in the 4 Handed 
Match Game, and 4 Handed Skin Game, can be deprived of 
their play — and can two opposite hands in the 4 Handed 
Match Game, and the 4 Handed Skin Game, be excluded al- 
together ? 

The reader will discover this question embraces thirteen 
different illustrations, and in order to obviate an argument 
upon the subject, which in the end would be blind and mys- 
terious, the writer has thought it prudent to give the illustra- 
tions themselves, which prove the facts, and renders further 
comment unnecessary. 



51 



ANSWER DRAW GAME. 

15 Pieces Played in Succession. 

2 4 6 8 10 12 " 

1|0 6|2 3|0 5|4 2|0 4|3 | 0|0 

[1|1 set.] 

1 3 5 7 9 11 In succession. 

1|1 0|6 2|3 0|5 4|2 0|4 ( 3|3 3|5 5|5 5|6 6|6 6|4 4|4 4|1 5|1 

( 5|2 2|2 2|1 1|6 6|3 3|1 



14 PIECE GAME. 
7 Pieces Played in Succession. 

2 4 6 8 10 12 14 In succession. 

3|2 6|3 a11 5|1 6|0 5|2 4|0 4|1 | 3|0 2|2 2|1 2|0 1|0 0|0 1|1 

[3|3 set.] 

1 3 5 7 9 11 13 15 

3|3 2|6 3|5 1|6 0|5 2|4 3|4 1|3 | 6|6 5|5 4|4 6|5 6|4 5|4 



52 



4 HANDED MATCH GAME. 
7 Pieces Played in Succession. 

2 5 8 11 14 17 

5|3 6|2 6|1 5|1 5|0 4|3 | 6|6 

CO 



o w 



*>o 



CO 



CO 



• CO — ■ so 

c — to 

"I r6l5 set.] MI- 
o o 

l-H © 






^ 
^ 



14 7 10 13 16 

6 [5 0|6 a11 3|6 a " 2\5 4|5 6|4 a11 J 5\5 



53 



9 PIECE GAME— 0|0 Exposed. 
7 Pieces played in Succession. 

2 4 6 8 10 12 15 IS 

6|2 5|0 6|1 5|3 6|4 4|4 3|4 a11 4|1 



I 5 \ 5 



o 



CJ 



^ co .o 

rH <D 
CJ 

CO o 

a 

CO HH 



CO 
CO 



[5|6 set.] 



1 3 5 7 9 11 13 16 

5|6 2\5^ 0|6 l|5 a11 3|6 5|4 a11 4|0 4|2 | 6|6 



54 



4 HANDED SKIN GAME 

7 Pieces played in Succession. 





2 


5 


8 11 14 


17 








1|6 


0|4 


1|4 1]2 0|6 


2|3 


1 0|0 
















CO 


CO 
#5 














sion. 

4|6 












CO 








[0|1 set.] 








In su 

5|3 




= 










to 

CD 












to oo 


CO 
CD 












l« 



14 7 10 13 16 

0|1 3|0 al1 5|1 3|1 5|0 ail 0|2 aI1 | 1|1 



55 



DRAW GAME. 

15 and 16 Pieces prevented from Playing. 

2 4 6 8 10 12 Excluded. 

0|5 1|1 0|6 1|3 0|4 1|2 f 6|4 6|6 5|6 5|5 5|3 3|3 5|4 4|4 2|5 

( 4|3 4|2 2|2 6|3 2|3 6|2 

[0|0 set.] 

13 5 7 9 11 13 

0|0 5|1 l|0 a11 6|1 3|0 a11 4|1 2|0 a11 



ILLUSTRATION 
Preventing 16 Pieces from Playing. 

2 4 6 8 11 Excluded. 

0|5 1|1 1|6 1|4 2|6 ( 4|3 6|4 5|3 5|4 6|6 4|2 3|3 3|2 5\5 4|4 
( 2|2 6|3 6|5 5|2 3|1 2|1 

[0|0 set.] 

13 5 7 9 10 12 

0|0 5|1 0|l aI1 6|0 4|0 a11 0|2 0|3 



56 

The reader is informed, that in this case two illustrations 
have been given, for the purpose of showing the difference 
between the ordinary Hook and Ladder hand, regular Draw 
Game, and the original extra Hook and Ladder hand, same 
game. With the ordinary Hook and Ladder hand it will be 
perceived that 15 pieces have been prevented from playing, 
while here with the extra 16 pieces have been prevented 
from playing. 

The player in order to ascertain the number of pieces that 
can be left unplayed, from reckless playing, is requested to 
turn to title headed " Counts made from 7 of a Suit" and in 
the illustration which concludes that matter the fact will be 
discovered. 



14 PIECE GAME. 
9 Pieces prevented from Playing. 

2 4 6 8 10 Excluded. 

0|5 1|4 0|6 1|2 0|3 | 4|3 5|3 6|3 6|6 5|5 4|4 6|5 4|6 5|4 

[0|0 set.] 

13 5 7 9 11 12 13 

0|0 5|1 410 s11 6|i 2|0 dl 3|1 1|1 l\^ x | 4|2 3|2 2|2 3|3 2|5 2|6 



57 



4 HANDED MATCH GAME. 

7 Pieces prevented from Playing. 



2 


5 


8 


11 14 


17 




1|6 


0|4 


1|4 


1|2 0|6 


0|0 


2|3 


CO 
CO 










■s* 














Excluded. 

S|3 6|4 6\6 










CO 






[0|1 set.] 




12 15 

2|5 6|2 












to 












to 

CO 



14 7 10 13 16 

0|1 3|0 a11 5|1 3|1 5|0 aU 2|0 a11 | 1|1 



3 # 



58 



^ 

^ 



9 PIECE GAME— 0(0 Exposed. 

9 Pieces prevented from Playing. 

2 4 6 8 10 

1|4 P|3 1|6 0|2 1|5 5|2 3|3 3|4 4|2 



Jfi. 

CO 

|*L [l|lset] 

x 

CO 






13 5 7 9 11 12 

1|1 4|0 Sjl^ 11 6|0 2|l a11 5|0 0|l a11 | 2|3 2|2 



59 



4 HANDED SKIN GAME. 
7 Pieces prevented from Playing. 

2 5 S 11 14 17 

5|3 6\2 6|1 5|1 5|0 6|6 | 4|3 



£« 



CO — — G* 



CO 



^- [6|5set.] 



JN9 



2- |V|t/»Cl..j — ^ 

3 T ""* 



o 



^Ha 
^ d 



o 

14 7 10 13 16 

6\5 0\6^ 2\6^ 2\5 4|5 4|6 a11 | 5\5 



60 



4 HANDED MATCH GAME. 
2 Hands of 7 Pieces each prevented from Playing, 











Excluded. 










5|5 


3 


2 


2)6 2|4 4|4 


4|6 


6|6 




co 

to 
















CO 

CO 
















rd ^ 
SI 

"Si* 

Wco 

^ - 








[0|0 set] 




















O H» 


»o 
















<£ 
















»i 














to 



to 
13 5 7 9 11 13 

0|0 6|1 l|0 a11 4|1 3|0 a11 5|1 2|0 a11 



61 



4 HANDED SKIN GAME. 
2 Hands of 7 Pieces prevented from Playing. 

Excluded. 

6|0 5|0 4|1 5\5 5|1 6|1 4|4 

o 






«T5 ^ 

"§*L [3|3set.] 

Wo. 

o 



o 



CD 



CO 


to 


.to 

CO 


rf* 


CO 


OS 


to 




CO 


CO 

c* 


Q 


to 




to 



13 5 7 9 11 13 

3|3 4|2 2|3 a11 1|2 6|3 a11 5|2 0|3 aI1 



62 



4 HANDED MATCH GAME AND 4 HANDED SKIN 

GAME. 

Two Opposite Hands cannot both be prevented from "Playing. 

7 Pieces. 
13 5 7 8 9 11 

1|2 0|l al1 5\2 4|l a11 1|1 1|6 st °P-*3|l 



co 



& eg o 

CO 
CO 






[1J2 set] 






CO 



c* 



7=T CD 



8 Pieces. 
2 4 6 10 

2|0 1|5 2|4 6|5 | 6|4 6|0 4|0 3|0 



o 
o 






CO 



* The Hand marked thus -:o:-:oxo:-:o:- cannot be made up with these 
or any of the rest of the pieces so as to prevent it from playing, and 
hence the result. 



63 



QUESTION 6th. 

In the following five games (which constitute all that are 
legitimate), viz., the Draw Game, 14 Piece Game, 4 Handed 
Match Game, 9 Piece Game [0|0 exposed], and 4 Handed 
Skin Game, what amount of doubles can be destroyed in 
each, and, in the same games, what is the largest number of 
doubles that can be destroyed in one hand ] 



ANSWER ILLUSTRATION 1st. 

Largest Amount of Doubles Destroyed in the Draw Game and 

14 Piece Game.* 

13 5 7 9 11 13 15 17 19 21 23 25 

P|l 6|5 2|2 3|3 6|4 4)0^ 0|5 1|1 4|5 3|0 aU 6|2 4|3 1|2 | 5\5 

[0|1 set.] 

2 4 6 8 10 12 14 16 18 20 22 24 26 

1|6 5|2 2|3 3|6 4|4 0|0 5|1 1|4 5|3 0|6 2|4 3|1 2\Q^ | 6|6 



* Connected on account of similarity. 



64 



ILLUSTRATION 2d. 

Largest Amount of Doubles destroyed in the 9 "Piece Game, 

OjO Exposed. 

3 6 9 12 15 18 

6|5 6|3 1|6 3|5 3|1 0|4 | 5|5 4|4 2|2 

CO 

co- 
co 

CD 






r-J O 



«>W 



to 






[0|2 set.] 



1 4 7 10 13 16 19 21 22 

0|2 5|4 3|4 6|0 aU 5|2 1|5 4|2 1|1 0|1 



65 



ILLUSTRATION 3d. 

Largest Amount of Doubles destroyed in tlie 4 Handed Match 
Game, and 4 Handed Skin Game* 

3 7 11 14 17 20 22 

2|6 6|4 6|3 2|4 1|4 2|3 0|0 



CO 



^ 






t0 



[0|1 set.] 



to 
























] 


5 


9 


13 


16 


19 


0|1 


5|0 a11 


6|1 


5|2 


3|1 


0|2 



en 



^ -^oo 



Oi 



CO h-» 



"CO ^1 

o 00 



CO 



tC 



O H-i 



±2. 
to 



* n 



i|i 

onnected on account of being similar. 



6G 

The writer would respectfully inform the reader, that in 
order to get at the answer embracing the second part of the 
question, he must return to the illustrations, where he will 
find the largest amount of doubles destroyed in one hand. 

It becomes necessary here, to make the reader acquainted 
with the fact that these doubles have been destroyed without 
the parties having a chance to put them in* If, however, all 
restraint is removed, and general destruction permitted (no 
matter from what cause), then in all the games, six doubles 
can be destroyed. 

It might be asked here by the curious, why cannot seven 
doubles be destroyed ? The reply and finale to the connect- 
ed question will be derived from the following : 

It will be seen by referring to the last illustration, that after 
the 6|6 5\5 4|4 2|2 and 1|1 have ceased to exist (which is 
five out of the seven), the suits have nearly become exhaust- 
ed, and nothing but the 3|3 0|0 and the connecting piece 3|0 
remains. With this little remainder it will be perceived that 
the closing scene is near at hand, and the other suits having 
performed their several functions, and become like something 
past and gone, the two ends must from necessity be trois and 
blank. Now if the player holding 3|0 makes it blank all, it 
seals the fate of 3|3, closes the scene for ever, and for a want 
of matter compels the double blank to play. Hence the 
number of doubles destroyed is 6. 



67 



INSTRUCTIONS FOR THE YOUNG PLAYER, 

In introducing myself to the young player, I feel sensible 
that a few instructions will be of vast importance to him. In 
accordance with this fact, I cheerfully lay before him some 
few not mentioned in the preceding pages. By referring to 
proper pages, he will discover hands played as Draw Game, 
14 Piece Game, Partner Game, 4 Handed Skin Game, and 
9 Piece Game [0|0 exposed], which include all the regular 
games, and which are played also with the Hooks and Lad- 
ders. He will also discover that these illustrations produce 
the largest counts, with every play marked, and the set given, 
which, as a matter of course, gives the first rudiments of the 
game. In setting, too, great judgment should be exercised, 
so as to make the said set in accordance with the strength of 
the hand. In having five of a kind, including the double, it 
would be bad policy to set the double, for that in itself forms 
a shield in case opponent forces up his suits. But if only 
four of a kind is held, including the double, then the double 
is the correct set, because there is just enough out to exclude 
it. In playing the end through, too, a keen eye should be 
kept on opponent, watching him as he puts forth his strength, 



68 

and counteracting the playing of his doubles, or other pieces. 
When an opportunity offers, also, for a block, it should be 
borne in mind by the player, that six is the exact average of 
each piece, (except in the 9 Piece Game [0.|0 out], in which 
case the average is 6-27ths,) there being 28 pieces, and said 
pieces numbering 168 spots. In the Draw Game, the party 
must draw until he can make up his hand, taking great care 
that he does not in the mean time overdraw, and then playing 
with caution. In the 14 Piece Game, the party should study 
his own hand first, and see what doubles he has got dead, 
and then bring his mind to bear upon his opponent's pieces, 
and try by skill to get his own in, and destroy those of his 
adversary. In the Partner Game, as has been seen on a pre- 
ceding page, great respect should be paid to the eldest part- 
ner, and nothing save a terrific hand should ever induce a 
young partner to depart from this golden rule. In the 4 
Handed Skin Game, the parties are all playing for self, and, 
like the former, by watching closely the play of opponents, 
a good idea as to the situation of the pieces may be formed. 
In the 9 Piece Game, also, the parties play for self, while 
the OjO stands exposed. The same good judgment, then, re- 
quired in the other games, must necessarily be exercised in 
this. 

Trusting these few instructions may be of service, the au- 
thor takes leave of the young player. 



69 



CONCLUDING REMARKS. 

Having Sow treated upon all the regular games of Domi- 
noes, giving at the same time copious explanations, illustrations 
and calculations, and having in conclusion put and answered 
all questions of importance, not embraced in other parts of 
the work, the author without further comment terminates the 
work. 



THE END, 



